Ether (spell)
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Player's Guide |
System Reference |
Compendium |
12-point evocation | |
Casting time: | 1 action |
Range: | Self (60-foot radius) |
Components: | V, S, M (a magic weapon or rod that is of at least uncommon rarity) |
Duration: | 1 minute |
With the sky's power, this almighty spell strikes all creatures in a 60-foot radius cylinder centered around you, including all creatures in a clear path above you to the sky.
A bolt of lightning is called down to the material component you use as this spell, sending out a pulse of electricity. All creatures in range must succeed on a Dexterity saving throw or take 4d12 lightning damage. Any airborne creature which fails this saving throw immediately falls.
Next, a blizzard of freezing energy sweeps out from you in a cyclone. All creatures in range must make a Constitution saving throw, taking 4d12 cold damage on a failure or half as much on a success. Any target reduced to 0 heart points by this spell is frozen solid.
If a creature fails both saving throws, and doesn't reduce or resist the cold damage, that creature is petrified for the duration—frozen solid. A creature petrified by this spell can make a Strength saving throw at the end of each of its turns, breaking free on a success and ending the condition on itself. If the petrified creature is subjected to any fire damage, it breaks free of petrification.
If you cast this spell in a location with a clear path to the sky, casting it blows back the clouds immediately above you, eliminating weather such as rain or snow in a 500 foot radius for the duration.
8th-level evocation | |
Casting time: | 1 action |
Range: | Self (60-foot radius) |
Components: | V, S, M (a magic weapon or rod that is of at least uncommon rarity) |
Duration: | 1 minute |
From the blade used as the material component of this spell, you send out a wave of flame that circles out from you in a spiral, immediately followed by a series of thunderous explosions.
All creatures you designate within a 120-foot radius of you must make a Constitution saving throw. On a failed save, a target takes 4d12 fire damage and 4d12 thunder damage, is deafened for the duration, and is ignited for 1d12 fire damage.
On a successful save, a creature takes half as much damage, and is neither deafened nor ignited.
The material on this page is based primarily on content found in A Link to the Past, which is copyright Nintendo Co., Ltd.